Kill Frenzy/Wang Cars Issues in Residential map

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sidneyrz
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Kill Frenzy/Wang Cars Issues in Residential map

Post by sidneyrz »

Hello, everyone. A very good afternoon to you all! :)
How are you doing?

I'm new to the forum, so there's a chance I'm posting this topic in the wrong place. If that's the case, I kindly ask for some guidance on where I should properly open my urgent request, and I apologize in advance for any inconvenience.

I'm someone who still plays GTA 2 — just like many others out there who continue to appreciate the game even in 2025 — and over the past few days, I’ve been running into some frustrating issues with the official Residential map. My game is version 9.6, and I’m playing it in English. I’ve got a few mods running, like the Widescreen Fix, Frontend Fix, GInput, and a small corner radar that shows the map in real time.

The problem I’m dealing with stems from how I’ve been playing. I decided to complete all 20 Kill Frenzies on the level before starting any missions. Some of them have been really tough. I’ve managed to complete 17 out of the 20 challenges so far, and every time I finish one, I’m paranoid that the game might crash — so I’ve been quick-saving with the F5 function made possible by the Widescreen Fix.

That said, I’ve already run into the infamous bug with the Kill Frenzy involving a car on top of a truck trailer, which causes the game to crash after saving (I had no idea about this issue until it happened to me). To fix it, I applied a patch by a community member named Sektor, which moves the cars off the trailers so the game doesn’t crash anymore. I also had to rely on the Wang Cars respawn glitch to complete the Frenzy where you destroy 20 cop cars in 60 seconds using the Electrogun — among a few other tricks I’ve picked up along the way.

Now here’s where my situation really began: I tried to complete the Kill Frenzy that requires destroying 20 cop cars with the Rocket Launcher. I thought I’d use the Wang Cars glitch again, but I found out the hard way that the Kill Frenzy trailer fix breaks the Wang Cars respawn mechanic. So, I downloaded the Wang Cars fix — which restores the respawning cars — but the issue is that it replaces many of the game’s .scr script files (like ste.scr, bil.scr, and wil.scr). Problem is, the trailer fix does the same — it replaces those same files — so when I install one, it overwrites the other, and neither of them ends up working.

So I had the idea to compare the files from both fixes and somehow merge them into one working solution. But here’s the catch: I have absolutely no background in scripting, compiling, or using tools to decompile .scr files (to access the .mis scripts). I also don’t know the best tool to use for editing HEX code — I’m currently using Notepad++, which I know isn’t really made for that purpose. To make matters more complicated, it looks like more than just the main files (ste, bil, wil) are affected — a lot of the individual mission files are involved in this “mess” too, and I honestly don’t know where to begin.

Could anyone help me figure out a solution? Maybe someone knows of a patch that combines both fixes, or could provide step-by-step instructions on how to compare, edit, and recompile the scripts properly. I used the TM_Modified_SCR_Decompiler_v1.0.1 to extract the .mis files from ste, wil, and bil, but I have no idea where to make the necessary changes. When I tried recompiling the ste script, I got an error saying that some related files were missing. Sure, I could replay everything and do the Kill Frenzies without saving — but some of them took me forever to beat, and I really don’t want to go through that again. Plus, I rely on the quick-save feature because of my busy schedule with work and studies, which makes long gaming sessions hard to manage.

Lastly, I really don’t want to rely on the “Tanks Giving” mission to finish these Kill Frenzies, and I’d rather not use the online script that doubles the Kill Frenzy time limits from 60 to 120 seconds either.

Thanks so much in advance!
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by Sektor »

Those .scr patches I made were before there was a fully working script decompiler. At the time I didn't know Wang Car glitch was a thing, so I just used the latest version of the scripts which stops them from respawning.

Removing the PUT_CAR_ON_TRAILER commands is easy, I'll do it soon. I think patching 9.6f to not crash would be better but that's probably a job for someone smarter than me.

I think there are methods to do all the kill frenzies without using the wang car glitch, pretty sure I saw Tezur0 do it but I don't remember the exact method.
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by Sektor »

I commented out the PUT_CAR_ON_TRAILER commands in the Valps Project Residential script. I enabled the Wang Car glitch.

It has other fixes by Valps: https://github.com/Valps/Project_Open_R ... l/releases

edit: attachment removed, we can do it better

I don't know if it will be compatible with all existing saves but it worked with my quick test.
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by sidneyrz »

Good morning!

Thank you so much for getting back to me! I’ll admit — I was starting to lose hope, even though I really want to finish all the Kill Frenzies before moving on to the next stages.

I’ll give the patch you mentioned a try, and I’ll report back with the results afterward.

As for the game’s sudden crashes — they’re not a huge issue for me, especially since I can’t always set aside a lot of time to play. The quick-save feature really helps in that regard.

Thanks again for now!

Regarding compilation — how can I do it properly? The software I used to decompile the script is the same one I mentioned in my opening message, but finding the right tool for compiling has been a challenge. I’ve come across several different options online and even here on the GTAMP site. Also, if it’s not too much to ask, the error I encountered when trying to recompile the "ste.SCR" file is error 1061. To be more specific, I copied just that file (ste), decompiled it, edited it using Notepad++ (I don’t really know of a proper HEX editor for this kind of work), and then tried to compile it again. This is the error I get:

"Compiled Successfully

*** FATAL ERROR ***
Error 1061 in miss2main.cpp[135]
Failed to open file C:\Users*****\Documents\GTA 2 Backup Files\ste\ste_rh2.mis
Unable to Open File
Compilation Stopped"


From what I’ve read in some of the GTA 2 map editing threads, if you edit a main map file (like ste/wil/bil), then the other related mission files for that map need to be included and edited too, right? But in my understanding, all I really needed to do was remove the "PUT_CAR_ON_TRAILER" line from the existing Wang Cars patch. So, could the error be happening simply because I copied only the "ste.SCR" file and not the rest of its associated files and folders (like the "ste" folder and mission files)?

And also, if the Wang Cars fix only affects the Residential map, why does the fix I downloaded include replacements for "bil" and "wil" files and their folders too? Do I actually need to modify all of those just to restore Wang Cars and remove the trailer behavior?
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by sidneyrz »

Good afternoon!

As promised, I’m back with my experience and the results. Unfortunately, I have to say they weren’t very promising. :(
Sektor wrote: 01 Jun 2025, 13:01 Use this attached version:
Project_Residential_put_car_on_trailer_removed_and_wang_car_glitch_enabled.zip

I don't know if it will be compatible with all existing saves but it worked with my quick test.
Using the patch mentioned earlier, when I try to load my saved game, the screen goes black for about two seconds and then the game crashes to desktop. This patch replaces 23 files: the main "ste.SCR" and 22 mission .SCR files located in the "ste" folder, along with one .MIS file for each of those 23 scripts.
Sektor wrote: 01 Jun 2025, 13:01 I commented out the PUT_CAR_ON_TRAILER commands in the Valps Project Residential script. I enabled the Wang Car glitch.

It has other fixes by Valps: https://github.com/Valps/Project_Open_R ... l/releases
I also tried using the patches available on Valps’ GitHub (Project Residential), and the exact same issue happens — the same 23 files are replaced, and the game crashes in the same way. I didn’t test it with a new game, but I assume a fresh campaign wouldn’t be affected.
Sektor wrote: 01 Jun 2025, 11:20 Those .scr patches I made were before there was a fully working script decompiler. At the time I didn't know Wang Car glitch was a thing, so I just used the latest version of the scripts which stops them from respawning.

Removing the PUT_CAR_ON_TRAILER commands is easy, I'll do it soon.
In your first patch, Sektor ("gta2-trailer-kill-frenzy-fix.7z"), 24 files are replaced: "ste.SCR" and "bil.SCR", as well as 22 mission scripts in the "bil" folder. In the Wang Cars patch ("gta2-v9.6-script-files-wang-cars-respawn.7z"), 70 files are replaced — including all three main scripts ("ste.SCR", "bil.SCR", and "wil.SCR"), along with their 22 respective mission files in the "ste", "bil", and "wil" folders.

When I try using the Wang Cars patch (overwriting the Kill Frenzy fix), the game reacts exactly as it does after saving right after completing a trailer-based Kill Frenzy while still using the game’s original scripts: it starts to load the save, the screen shows up for about two seconds, and then it crashes. With the patch provided above, the game doesn’t even get that far — the screen stays completely black after loading the save, and then it closes. The same thing happens with the Valps patches.

So now I’m wondering — is my save file corrupted? Would it be possible to take the opposite approach, and use the modified files from the Wang Cars patch to enable or remove the "PUT_CAR_ON_TRAILER" line, essentially creating a version of the Kill Frenzy patch that’s based on the working Wang Cars scripts, so I wouldn’t have to rely on the Valps patches?

I’ll be attaching the KF and WC patches, along with my current set of files (the ones that actually let the game run) — although my current setup has only been overwritten by the KF patch files.

One more thing: I understand that this kind of process can be time-consuming — even though you or other community members with more experience might be able to modify the scripts pretty quickly — so if it’s not too much trouble, and you could tell me exactly which lines to edit and in which files, I can take care of it myself. I looked for detailed instructions on both Project Cerbera and GTAMP, but I couldn’t find clear guidance on what exactly needs to be changed to make things work the way I want.

Thanks again.
Attachments
my-original-files.rar
(252.98 KiB) Downloaded 7 times
gta2-v9.6-script-files-wang-cars-respawn.7z
(149.71 KiB) Downloaded 8 times
gta2-trailer-kill-frenzy-fix.7z
(74.29 KiB) Downloaded 5 times
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by Sektor »

I would try decompiling your original ste.mis which should also decompile all the missions. Open ste.mis, remove the PUT_CHAR_ON_TRAILER commands, save, compile with the official compiler https://gtamp.com/GTA2/gta2script.7z and see if you can load your save.

You need all the ste folder and all ste\*.mis missions to compile ste.mis

That trailer fix was never tested with the in game radar or the widescreen/save anywhere mods, so if it still doesn't work, I would blame them.
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by sidneyrz »

Hi there, good afternoon!
How’s it going?

I followed your suggestion. Unfortunately, no luck once again.

I decompiled the original "ste.SCR" and "bil.SCR" files (and their respective folders) using the final version of the decompiler provided by Valps. I removed all lines related to "PUT_CAR_ON_TRAILER", recompiled everything using the official compiler (gta2script), inserted the files into the game — and for a moment, it actually looked like it was going to load. But it didn’t. I also removed all mods for testing, as suggested, but the result was the same.

I tried the same process using the Wang Cars patch — which includes all three modified main map files — but that didn’t work either.

When comparing the "ste.SCR" files from the Kill Frenzy Fix and the Wang Cars Fix, I noticed a difference in the number of lines between them, even with both versions already having the Kill Frenzy info removed. The Kill Frenzy Fix "ste.SCR" has 1693 strings, while the Wang Cars Fix version has 1629. In the Wang Cars Fix, "LEVELSTART" appears right after "function19", and "DISABLE_THREAD_TRIGGER" is in "function47", whereas in the Kill Frenzy Fix, it's in "function27". In fact, in the Kill Frenzy Fix, "LEVELSTART" shows up after "function27". I couldn’t precisely identify which lines are missing from the Wang Cars Fix or extra in the Kill Frenzy Fix, but I believe this helps paint a clearer picture of what’s going on. Also worth noting: the Kill Frenzy Fix doesn’t include any .SCR files for the "ste" folder — only for the "bil" folder.

What do you think could be done in this case? When I use the Wang Cars Fix (all three main map files + their respective folders), the game almost loads — it behaves just like it does when using the original files after saving a game post-trailer Kill Frenzy. However, with my current compilation (where I removed "PUT_CAR_ON_TRAILER" from both "ste.SCR" and "bil.SCR"), the screen just goes black when I try to load the save.

I really believe the solution lies somewhere in the Wang Cars Fix — but I don’t know how to compare the differences properly because the functions are in different orders in each file.

Thanks again.

I’m attaching a comparison of both parts.

WANG CARS FIX:
...

function18:
DISPLAY_BRIEF (2902)
DISPLAY_BRIEF (2903)
RETURN

THREAD_TRIGGER trigger19 = THREAD_WAIT_FOR_ANSWER_PHONE (p1, obj18, function19:)

function19:
DISPLAY_BRIEF (2904)
DISPLAY_BRIEF (2905)
RETURN

LEVELSTART
EXEC
sound29 = CREATE_SOUND (113.50, 123.50, 2.00) CHURCH_SINGING PLAY_FOREVER END
chr1 = CREATE_CHAR (108.50, 126.50, 255.00) 5 90 DUMMY END
GIVE_WEAPON (chr1, SHOTGUN)
SET_CHAR_THREAT_REACTION (chr1, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (chr1, CRACK_SHOT)
chr2 = CREATE_CHAR (117.50, 125.50, 255.00) 7 270 DUMMY END
GIVE_WEAPON (chr2, PISTOL)
SET_CHAR_THREAT_REACTION (chr2, NO_REACTION)
chr3 = CREATE_CHAR (106.50, 126.50, 255.00) 8 180 DUMMY END
GIVE_WEAPON (chr3, MACHINE_GUN)
SET_CHAR_THREAT_REACTION (chr2, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (chr2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (chr1, KILL_CHAR_ON_FOOT, chr2)
SET_CHAR_OBJECTIVE (chr2, KILL_CHAR_ON_FOOT, chr3)
SET_CHAR_OBJECTIVE (chr3, KILL_CHAR_ANY_MEANS, chr1)
SET_FAVOURITE_MODEL (chr3, VTYPE)
SET_CAR_NO_COLLIDE (auto91)
SET_DIR_OF_TV_VANS (113.00, 123.00)
SET_AMBIENT_LEVEL (0.30, 0)
SET_SHADING_LEVEL (20)
SET_DEATHARREST_STATE (p1, ON)
ENDEXEC
IF ( savecount3 = 0 )
DISPLAY_BRIEF (6146)
SET savecount3 = 1
ENDIF

...

function47:
DISABLE_THREAD_TRIGGER (trigger47)
sound1 = CREATE_SOUND (216.50, 117.50, 6.00) YEEHA_BOMB PLAY_INSTANT END
IF ( ( savecount107 < 7 )
AND ( savecount115 = 0 ) )

WARP_FROM_CAR_TO_POINT (p1, 207.50, 125.50, 2.00, 0)
++savecount107
ADD_NEW_BLOCK (207, 125, 2)
CHANGE_BLOCK SIDE (207, 125, 2) BOTTOM NOT_WALL NOT_BULLET NOT_FLAT NOT_FLIP 0 798
CHANGE_BLOCK SIDE (207, 125, 2) TOP NOT_WALL NOT_BULLET FLAT NOT_FLIP 0 0
light8 = CREATE_LIGHT (207.50, 125.50, 2.00) 2.00 255 (255, 255, 255) 0 0 0
SET savecount115 = 1
DELETE_ITEM (auto99)
ADD_SCORE (p1, 5000)
ELSE
EXEC
auto111 = CREATE_CAR (200.50, 126.50, 2.00) 1 0 FIRETRUK END
auto112 = CREATE_CAR (201.50, 126.50, 2.00) 1 1 ZCX5 END
auto113 = CREATE_CAR (202.50, 126.50, 2.00) 1 359 TANK END
auto114 = CREATE_CAR (203.50, 126.50, 2.00) 1 3 ZCX5 END
auto115 = CREATE_CAR (204.50, 126.50, 2.00) 1 5 GUNJEEP END
auto116 = CREATE_CAR (205.50, 126.50, 2.00) 1 355 ZCX5 END
auto117 = CREATE_CAR (206.50, 126.50, 2.00) 1 0 EDSELFBI END
auto118 = CREATE_CAR (207.50, 126.50, 2.00) 1 2 ZCX5 END
GIVE_WEAPON (auto111, CAR_FLAMETHROWER)
GIVE_WEAPON (auto112, CAR_MACHINE_GUN)
GIVE_WEAPON (auto114, CAR_OIL)
GIVE_WEAPON (auto116, CAR_MINE)
GIVE_WEAPON (auto117, CAR_MACHINE_GUN)
GIVE_WEAPON (auto118, CAR_MINE)
DISPLAY_MESSAGE (6147)
ENDEXEC
sound1 = CREATE_SOUND (216.50, 117.50, 6.00) YEEHA_BOMB PLAY_INSTANT END
WARP_FROM_CAR_TO_POINT (p1, 204.00, 125.50, 2.00, 0)
++savecount107
ADD_NEW_BLOCK (207, 125, 2)
CHANGE_BLOCK SIDE (207, 125, 2) BOTTOM NOT_WALL NOT_BULLET NOT_FLAT NOT_FLIP 0 798
CHANGE_BLOCK SIDE (207, 125, 2) TOP NOT_WALL NOT_BULLET FLAT NOT_FLIP 0 0
light8 = CREATE_LIGHT (207.50, 125.50, 2.00) 2.00 255 (255, 255, 255) 0 0 0
SET savecount115 = 1
DELETE_ITEM (auto99)
ADD_SCORE (p1, 100000)
ENDIF
RETURN

...
KILL FRENZY FIX:
...

function27:
DISABLE_THREAD_TRIGGER (trigger27)
sound1 = CREATE_SOUND (216.50, 117.50, 6.00) YEEHA_BOMB PLAY_INSTANT END
IF ( ( savecount107 < 7 )
AND ( savecount115 = 0 ) )

WARP_FROM_CAR_TO_POINT (p1, 207.50, 125.50, 2.00, 0)
++savecount107
ADD_NEW_BLOCK (207, 125, 2)
CHANGE_BLOCK SIDE (207, 125, 2) BOTTOM NOT_WALL NOT_BULLET NOT_FLAT NOT_FLIP 0 798
CHANGE_BLOCK SIDE (207, 125, 2) TOP NOT_WALL NOT_BULLET FLAT NOT_FLIP 0 0
light8 = CREATE_LIGHT (207.50, 125.50, 2.00) 2.00 255 (255, 255, 255) 0 0 0
SET savecount115 = 1
DELETE_ITEM (auto99)
ADD_SCORE (p1, 5000)
ELSE
EXEC
auto111 = CREATE_CAR (200.50, 126.50, 2.00) 1 0 FIRETRUK END
auto112 = CREATE_CAR (201.50, 126.50, 2.00) 1 1 ZCX5 END
auto113 = CREATE_CAR (202.50, 126.50, 2.00) 1 359 TANK END
auto114 = CREATE_CAR (203.50, 126.50, 2.00) 1 3 ZCX5 END
auto115 = CREATE_CAR (204.50, 126.50, 2.00) 1 5 GUNJEEP END
auto116 = CREATE_CAR (205.50, 126.50, 2.00) 1 355 ZCX5 END
auto117 = CREATE_CAR (206.50, 126.50, 2.00) 1 0 EDSELFBI END
auto118 = CREATE_CAR (207.50, 126.50, 2.00) 1 2 ZCX5 END
GIVE_WEAPON (auto111, CAR_FLAMETHROWER)
GIVE_WEAPON (auto112, CAR_MACHINE_GUN)
GIVE_WEAPON (auto114, CAR_OIL)
GIVE_WEAPON (auto116, CAR_MINE)
GIVE_WEAPON (auto117, CAR_MACHINE_GUN)
GIVE_WEAPON (auto118, CAR_MINE)
DISPLAY_MESSAGE (6147)
ENDEXEC
sound1 = CREATE_SOUND (216.50, 117.50, 6.00) YEEHA_BOMB PLAY_INSTANT END
WARP_FROM_CAR_TO_POINT (p1, 204.00, 125.50, 2.00, 0)
++savecount107
ADD_NEW_BLOCK (207, 125, 2)
CHANGE_BLOCK SIDE (207, 125, 2) BOTTOM NOT_WALL NOT_BULLET NOT_FLAT NOT_FLIP 0 798
CHANGE_BLOCK SIDE (207, 125, 2) TOP NOT_WALL NOT_BULLET FLAT NOT_FLIP 0 0
light8 = CREATE_LIGHT (207.50, 125.50, 2.00) 2.00 255 (255, 255, 255) 0 0 0
SET savecount115 = 1
DELETE_ITEM (auto99)
ADD_SCORE (p1, 100000)
ENDIF
RETURN

LEVELSTART
EXEC
sound29 = CREATE_SOUND (113.50, 123.50, 2.00) CHURCH_SINGING PLAY_FOREVER END
chr1 = CREATE_CHAR (108.50, 126.50, 255.00) 5 90 DUMMY END
GIVE_WEAPON (chr1, SHOTGUN)
SET_CHAR_THREAT_REACTION (chr1, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (chr1, CRACK_SHOT)
chr2 = CREATE_CHAR (117.50, 125.50, 255.00) 7 270 DUMMY END
GIVE_WEAPON (chr2, PISTOL)
SET_CHAR_THREAT_REACTION (chr2, NO_REACTION)
chr3 = CREATE_CHAR (106.50, 126.50, 255.00) 8 180 DUMMY END
GIVE_WEAPON (chr3, MACHINE_GUN)
SET_CHAR_THREAT_REACTION (chr2, NO_REACTION)
SET_CHAR_SHOOTING_SKILL (chr2, CRACK_SHOT)
SET_CHAR_OBJECTIVE (chr1, KILL_CHAR_ON_FOOT, chr2)
SET_CHAR_OBJECTIVE (chr2, KILL_CHAR_ON_FOOT, chr3)
SET_CHAR_OBJECTIVE (chr3, KILL_CHAR_ANY_MEANS, chr1)
SET_FAVOURITE_MODEL (chr3, VTYPE)
SET_CAR_NO_COLLIDE (auto91)
SET_DIR_OF_TV_VANS (113.00, 123.00)
SET_AMBIENT_LEVEL (0.30, 0)
SET_SHADING_LEVEL (20)
SET_DEATHARREST_STATE (p1, ON)
IF ( savecount108 = 1 )
DISABLE_THREAD_TRIGGER (trigger20)
DELETE_ITEM (auto92)
CHANGE_BLOCK SIDE (200, 125, 2) BOTTOM NOT_WALL NOT_BULLET NOT_FLAT NOT_FLIP 0 791
CHANGE_BLOCK SIDE (200, 125, 2) TOP NOT_WALL NOT_BULLET FLAT NOT_FLIP 0 0
light1 = CREATE_LIGHT (200.50, 125.50, 2.00) 2.00 255 (255, 255, 255) 0 0 0
ELSE
SET_CAR_NUMBER_GRAPHIC (auto92, 1)
ENDIF

...
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by sidneyrz »

Greetings.

For now, I’ve decided to set aside the task of compiling files related to the Residential and Industrial maps. I found that the errors preventing the game from running only occur with my current save game (I haven’t tried saving in the Residential map from a new game yet), so I chose to test my save file in another version instead.

I installed the version created by Vike (v11.44), set the resolution via the Registry Editor (1920 x 1080 px), disabled the frame limiter in GTA2 Manager, set the maximum FPS to 30 (hovering around 35 to 39 FPS, as recommended in a guide on Steam), installed the Widescreen Fix, installed the Ultimate ASI Loader, added GInput (to play with a DualShock 4/DualSense controller), and ran the game — fully aware of the notable differences between this version and version 9.6. The game launches and, interestingly, my save game works just fine. From what I’ve seen so far, the Wang Cars glitch doesn’t seem to be active, but perhaps I need to collect the cars in the correct order (again?).

Visually speaking, however, the game looks noticeably worse than version 9.6. The lighting appears less refined and even darker, colors are slightly oversaturated, and in some way, the game feels more sluggish. The frame rate won’t stay locked at 30 FPS in single-player mode, no matter what I try — setting 30, 35, 39, 40, or even 60 FPS as the maximum limit in the Registry Editor, enabling or disabling the frame limiter in GTA2 Manager, or tweaking any other available setting — the FPS constantly dips, and the game itself stutters regularly. I’m also unable to access the GTA2 Manager after launching the game — whether I click "Options" on the main menu or press F8 during gameplay, I get a message saying that the application requires DirectX 6.1 or higher (my system is running DX12). So far, nothing seems to be working properly. Sometimes, GTA2 Manager (gta2manager.exe) won’t launch even when the game is closed. When I remove the Ultimate ASI Loader (dinput.dll), I’m finally able to open the manager. I tried removing the mods (Widescreen Fix and GInput) while keeping the ASI Loader, but the issue persists. At this point, I’m not sure what else to try.

I could start a new game and try everything from scratch — but even then, the game would still stutter. I tried using Valps’ Project Residential 1.0.0, modifying the line to enable the Wang Cars glitch, but the game won’t launch with this compilation, whether from a new game or using my save. As it stands, the game is unplayable.

What can I do to resolve this issue? In the official version (9.6), none of the script compilations seem to work with my save, but overall, the game runs much better. In this new version (v11.44), my save works, but the Wang Cars glitch isn’t present, performance is terrible, and visually, the game looks worse. What’s the definitive way to play GTA2 on modern hardware? I saw there’s a definitive edition available on LibertyCity, but it appears to be version 9.6 with all the visual enhancements and the FrontendFix pre-applied (similar to my older setup).

Thank you.
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by Sektor »

Can you post your save? 2 things I can try are just patching out the put_car_on_trailer commands without recompiling the script. Still the best solution will be to figure out what was changed in 11.44 exe to fix the trailers and then do that same change to the 9.6.exe. Finding out what exactly changed will be hard since there are many changes between versions. The locations will also be different in 9.6 but with all the decompilation projects, it can be figured out.
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by Sektor »

I forgot that 2008 me fixed the trailer in bil.mis, not by removing the PUT_CAR_ON_TRAILER commands but by doing this:

IF ( NOT ( IS_CAR_CRUSHED ( KF_3_car ) ) )
PUT_CAR_ON_TRAILER ( KF_3_car , KF_3_trailer_1 )
ENDIF

IF ( NOT ( IS_CAR_CRUSHED ( KF_4_car ) ) )
PUT_CAR_ON_TRAILER ( KF_4_car , KF_4_trailer_1 )
ENDIF

IF ( NOT ( IS_CAR_CRUSHED ( KF_5_car ) ) )
PUT_CAR_ON_TRAILER ( KF_5_car , KF_5_trailer_1 )
ENDIF

Now that we can decompile, I can do that same change to Residential (ste.mis)
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by sidneyrz »

Sektor wrote: 04 Jun 2025, 00:53 Can you post your save? 2 things I can try are just patching out the put_car_on_trailer commands without recompiling the script. Still the best solution will be to figure out what was changed in 11.44 exe to fix the trailers and then do that same change to the 9.6.exe. Finding out what exactly changed will be hard since there are many changes between versions. The locations will also be different in 9.6 but with all the decompilation projects, it can be figured out.
Absolutely. I’m sending the sg file as an attachment.

It does sound like a promising solution, but is it actually possible to change commands just through the save game? I considered the possibility that there might be some tool capable of fixing the file to avoid conflicts with either Valps’ compilation or the one you provided, which includes both fixes — especially since the main issue lies in the inability of the Wang Cars vehicles to respawn.

Personally, I’ve preferred playing on version 9.6, though I’m not too particular about the method as long as it works reliably. That said, with Vike’s exe, the experience has become unplayable, and I can’t help but feel like I’m “leaving something undone.”

With the Wang Cars fix patch, the game behaves just like it does with the original files — which might not seem like much, given that the Kill Frenzy fix works flawlessly.

Thank you for now.
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by Sektor »

sidneyrz wrote: 04 Jun 2025, 01:18 is it actually possible to change commands just through the save game?
No, I just wanted your save for testing. I won't be modifying the save file.
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by sidneyrz »

Sektor wrote: 04 Jun 2025, 01:11 I forgot that 2008 me fixed the trailer in bil.mis, not by removing the PUT_CAR_ON_TRAILER commands but by doing this:

IF ( NOT ( IS_CAR_CRUSHED ( KF_3_car ) ) )
PUT_CAR_ON_TRAILER ( KF_3_car , KF_3_trailer_1 )
ENDIF

IF ( NOT ( IS_CAR_CRUSHED ( KF_4_car ) ) )
PUT_CAR_ON_TRAILER ( KF_4_car , KF_4_trailer_1 )
ENDIF

IF ( NOT ( IS_CAR_CRUSHED ( KF_5_car ) ) )
PUT_CAR_ON_TRAILER ( KF_5_car , KF_5_trailer_1 )
ENDIF

Now that we can decompile, I can do that same change to Residential (ste.mis)
Hmm, that might work.
I read about the changes in the readme that comes with the compressed KF fix, but I only tried removing the trailer references in ste.SCR, without actually inserting the suggested lines.

Just a dumb question: is there any difference between editing the MIS files using a text editor like Notepad++, versus using MisPad or XVI32 (HEX)? I get the feeling that compiling afterward might result in fewer bytes when I edit outside of MisPad, but Notepad++ makes it easier to find the lines I need. I tried using FC to compare, but binary is just too complex for me.

Thanks in advance.
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by Sektor »

There should be no differences using notepad++, scriptpad or mispad to edit the .mis files. I have run into Windows permission issues depending on where you are editing the files and mispad/scriptpad might not report that when saving. The difference comes with the compiling, they handle the storing of temporary files and passing scripts to the hacked compiler differently. This doesn't work well compiling the full bil.mis. That's usually why the official compiler is recommended for those (with any text editor that you like).

Hex editing is completely different, if you aren't changing the size and just overwriting some bytes, it's much less likely to cause issues with save files than recompiling. The official compiler also has a bug that dumps ram in the SCR file, so every compile even if you change nothing, the files become different. Hex is obviously much harder to read and figure out what needs changing.
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by Sektor »

I used a hex editor to disable the 3 trailer commands in ste.scr from gta2-v9.6-script-files-wang-cars-respawn.7z and it no longer crashes loading your save on 9.6. I didn't test with asi loader or wide screen patch or any other mods.

edit: bad attachment removed
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by sidneyrz »

Good morning, Sektor!

Thank you very much for your help so far.
I'll run some tests and get back to you with the results later.

Thanks for now.
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by sidneyrz »

Good evening!
How are you?

As promised, I ran the tests.
At first glance, everything seems fine — I even managed to complete the final Kill Frenzy. The game is running normally, the glitch is working smoothly, and I’m able to save the game without any issues.

The only minor detail I noticed concerns the collectibles next to the mission telephones (weapon, bulletproof vest, and health). Apparently, these items aren’t respawning as they should, even after some time or being a certain distance away from the phones. I noticed this in Zaibatsu Village. I haven’t checked the other gang areas yet, but so far, they haven’t come back. I tried reloading the original save to see if it was due to saving, but the result was the same.

In any case, I truly appreciate your help.

Note: I initially tested without any mods, and later added them one by one (after installing the Ultimate ASI Loader), and everything worked perfectly.
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by Sektor »

Thanks for testing. Seems that bug is because I zeroed out too many bytes.

Attached a better version that only changes the 3C01's to 0000

Comparing files ste.SCR and STE.BAK
000074FE: 00 3C
000074FF: 00 01
0000750A: 00 3C
0000750B: 00 01
00007516: 00 3C
00007517: 00 01
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Re: Kill Frenzy/Wang Cars Issues in Residential map

Post by sidneyrz »

Good morning, Sektor.

Great to hear! I’ll run the tests a bit later and get back to you with the results.
For now, the issue that had been getting in the way of my gameplay seems to be fully resolved — I really appreciate your help and how quickly you responded to everything.

I’ll follow up soon.

Thanks again!
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